Originally Posted by Naqel
Originally Posted by Darkraign

Should the encounter be balanced for CC hitting or for CC not hitting or maybe half the CC hits?
If all CC has to hit you are fucked if it doesnt. If you dont need CC ( or just a very small amount ) the encounter becomes too easy.
Adding to that most CC is multihit in OS. A stuncloud checks whether you get CCed or not when created and at every move you take -> non binary approach ( OS1 ) it always works -> the reason CC was so goddamn overpowered.
Did a charm work first try ( or first round ) in OS1 on a very strong enemy -> enemies are fucked because the high damage high CD skills will be used on their teammates.
Right now we will always take the first round of damage and round 1 is the hardest hitting one.


You can't really bring the issue of fine-tuning into a discussion about mechanics, as fine-tuning is what you do after you settle on those mechanics.

The current system could be fine tuned to make for an enjoyable game, but it wouldn't really make it a good system, and every such tuning assumes you know the full set of variables, which you don't.

Tuning the values is always done with a certain range in mind anyway, the player might be level 5, or level 7 when they hit a level 6 encounter, expanding that range slightly to account for RNG isn't all that much of a stretch, and with a tap her and there to ability cooldowns, stats, etc. you can actually make the game more dynamic, and more fun for a wider variety of play styles(less reliability means you can put more power elswhere).


The mechanics right now ( same as in OS1 ) for most CC spells are multihits -> even a small chance will most likely work -> you are either immun or you get stunned, frozen, knocked down etc.
We already have a non binary approach in OS1 an surprise surprise we can easily stunlock everything beginning with turn 1 by using a static cloud -> bullshit
Or let us look at hailstrike. Multihit skill with a chance to freeze -> you will surely freeze everything because it could with every single hit.
But lets look at static clouds again. OS1 and OS2 is full of environmental effects ( including lots of CC ones ). OS2 even more than OS1. A non binary approach would increase stun locking even more. Cast rain -> auto attack -> electrified water with a bit of damage -> you have a 5-10% chance of stun ( increasing ) with every action the enemy does -> you will surely stun him or curse some ice -> perma freeze as soon as you hit the enemy once.
There is way to much CC flying around in OS2 so you need a hard counter for it -> armor and magic armor.
Whether or whether not someone likes RNG chances in CC is not really important BUT disabling the binary mechanics would need a complete revamp of the way combat works right now.